227 research outputs found

    3D ball skinning using PDEs for generation of smooth tubular surfaces

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    We present an approach to compute a smooth, interpolating skin of an ordered set of 3D balls. By construction, the skin is constrained to be C1 continuous, and for each ball, it is tangent to the ball along a circle of contact. Using an energy formulation, we derive differential equations that are designed to minimize the skin’s surface area, mean curvature, or convex combination of both. Given an initial skin, we update the skin’s parametric representation using the differential equations until convergence occurs. We demonstrate the method’s usefulness in generating interpolating skins of balls of different sizes and in various configurations

    Aerodynamic shape optimization of a HSCT type configuration with improved surface definition

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    Two distinct parametrization procedures of generating free-form surfaces to represent aerospace vehicles are presented. The first procedure is the representation using spline functions such as nonuniform rational b-splines (NURBS) and the second is a novel (geometrical) parametrization using solutions to a suitably chosen partial differential equation. The main idea is to develop a surface which is more versatile and can be used in an optimization process. Unstructured volume grid is generated by an advancing front algorithm and solutions obtained using an Euler solver. Grid sensitivity with respect to surface design parameters and aerodynamic sensitivity coefficients based on potential flow is obtained using an automatic differentiator precompiler software tool. Aerodynamic shape optimization of a complete aircraft with twenty four design variables is performed. High speed civil transport aircraft (HSCT) configurations are targeted to demonstrate the process

    A Revisit of Shape Editing Techniques: from the Geometric to the Neural Viewpoint

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    3D shape editing is widely used in a range of applications such as movie production, computer games and computer aided design. It is also a popular research topic in computer graphics and computer vision. In past decades, researchers have developed a series of editing methods to make the editing process faster, more robust, and more reliable. Traditionally, the deformed shape is determined by the optimal transformation and weights for an energy term. With increasing availability of 3D shapes on the Internet, data-driven methods were proposed to improve the editing results. More recently as the deep neural networks became popular, many deep learning based editing methods have been developed in this field, which is naturally data-driven. We mainly survey recent research works from the geometric viewpoint to those emerging neural deformation techniques and categorize them into organic shape editing methods and man-made model editing methods. Both traditional methods and recent neural network based methods are reviewed

    3-D surface modelling of the human body and 3-D surface anthropometry

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    This thesis investigates three-dimensional (3-D) surface modelling of the human body and 3-D surface anthropometry. These are two separate, but closely related, areas. 3-D surface modelling is an essential technology for representing and describing the surface shape of an object on a computer. 3-D surface modelling of the human body has wide applications in engineering design, work space simulation, the clothing industry, medicine, biomechanics and animation. These applications require increasingly realistic surface models of the human body. 3-D surface anthropometry is a new interdisciplinary subject. It is defined in this thesis as the art, science, and technology of acquiring, modelling and interrogating 3-D surface data of the human body. [Continues.

    Optimized normal and distance matching for heterogeneous object modeling

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    This paper presents a new optimization methodology of material blending for heterogeneous object modeling by matching the material governing features for designing a heterogeneous object. The proposed method establishes point-to-point correspondence represented by a set of connecting lines between two material directrices. To blend the material features between the directrices, a heuristic optimization method developed with the objective is to maximize the sum of the inner products of the unit normals at the end points of the connecting lines and minimize the sum of the lengths of connecting lines. The geometric features with material information are matched to generate non-self-intersecting and non-twisted connecting surfaces. By subdividing the connecting lines into equal number of segments, a series of intermediate piecewise curves are generated to represent the material metamorphosis between the governing material features. Alternatively, a dynamic programming approach developed in our earlier work is presented for comparison purposes. Result and computational efficiency of the proposed heuristic method is also compared with earlier techniques in the literature. Computer interface implementation and illustrative examples are also presented in this paper

    Skeleton-aware size variations in digital mannequins

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    The general trend in character modeling is toward the personalization of models with higher levels of visual realism. This becomes possible with the development of commodity computation resources that are capable of processing massive data in parallel across multiple processors. On the other hand, there is always a trade-off between the quantity of the model features that are simulated and the plausibility of the visual realism because of the limited computation resources. Also, to keep the resources' to be used efficiently within the other modeling approaches such as skin reflectance, aging, animation, etc., one must consider the efficiency of the method being used in the simulation. In this paper, we present an efficient method to customize the size of a human body model to personalize it with industry standard parameters. One of the major contributions of this method is that it is possible to generate a range of different size body models by using anthropometry surveys. This process is not limited by data-driven mesh deformation but also adapts the skeleton and motion to keep the consistency between different body layer

    Learning from the Artist: Theory and Practice of Example-Based Character Deformation

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    Movie and game production is very laborious, frequently involving hundreds of person-years for a single project. At present this work is difficult to fully automate, since it involves subjective and artistic judgments. Broadly speaking, in this thesis we explore an approach that works with the artist, accelerating their work without attempting to replace them. More specifically, we describe an “example-based” approach, in which artists provide examples of the desired shapes of the character, and the results gradually improve as more examples are given. Since a character’s skin shape deforms as the pose or expression changes, or particular problem will be termed character deformation. The overall goal of this thesis is to contribute a complete investigation and development of an example-based approach to character deformation. A central observation guiding this research is that character animation can be formulated as a high-dimensional problem, rather than the two- or three-dimensional viewpoint that is commonly adopted in computer graphics. A second observation guiding our inquiry is that statistical learning concepts are relevant. We show that example-based character animation algorithms can be informed, developed, and improved using these observations. This thesis provides definitive surveys of example-based facial and body skin deformation. This thesis analyzes the two leading families of example-based character deformation algorithms from the point of view of statistical regression. In doing so we show that a wide variety of existing tools in machine learning are applicable to our problem. We also identify several techniques that are not suitable due to the nature of the training data, and the high-dimensional nature of this regression problem. We evaluate the design decisions underlying these example-based algorithms, thus providing the groundwork for a ”best practice” choice of specific algorithms. This thesis develops several new algorithms for accelerating example-based facial animation. The first algorithm allows unspecified degrees of freedom to be automatically determined based on the style of previous, completed animations. A second algorithm allows rapid editing and control of the process of transferring motion capture of a human actor to a computer graphics character. The thesis identifies and develops several unpublished relations between the underlying mathematical techniques. Lastly, the thesis provides novel tutorial derivations of several mathematical concepts, using only the linear algebra tools that are likely to be familiar to experts in computer graphics. Portions of the research in this thesis have been published in eight papers, with two appearing in premier forums in the field
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